[quote who="Edwin99" reply="204" id="2974926"]Overall a good start. In the beta I will be looking for answers to the following questions: A. Does the AI know how to use magic both strategically and tactically? B. Will the AI execute different strategies for magic. (i.e. I don't want to see only Sovereigns that are Masters of Fire) C. Will there be more tactical spells that affect the battle adn the battlefield in different ways? D. Wil
Murteas
[quote who="Tridus" reply="156" id="2973366"] Quoting Heavenfall, reply 155I don't like those total blocks at all. Rather have spells that boost defense against other spells or such. That way you can maintain a balance between offensive spells and dispels. Otherwise, it's all about dispels. Dispels should have a chance to fail just like everything else. Agreed, but it's an easy problem to fix: Downpour: Extinguishes enflamed units and i
I figured I would come across as a fan boy, but I don't necessarily consider myself in that category. I am a professional software developer, so maybe that puts me in a different mindset when it comes to communication with the developers. In any case, I think that whether you like or dislike a piece of software you can choose to be respectful to those that are creating it. I think a lot people are very rude/demanding on forums sometimes, just assuming that it&
Looks like you are on Shader 3.0, so that should be okay. Integrated graphics are always a little tricky to get working with games, and it can vary game to game about what works and what doesn't. Have you run anything like 3dMark vantage to see if you run into any problems with it? It might help you flush out if this is limited to Elemental or a general card proble
"subscribing" to this post so I can find it when putting together the next version of the Grimoire.
ONce again great job. I am going to keep track of these so I can find them again. [e digicons]:thumbsup:[/e]
Excellent. I hope you'll let us use these in a mod if they aren't picked up by Stardock for the game itself.
Really discouraging to me to hear all the complaining, and I am not even on the dev team. I don't necessarily disagree with the desire to have more spells, and in fact I would love to contribute to creating those spells (with Murteas' Grimoire or something simiiar), but the way people are demanding and even predicting a complete failure at this point is ridiculous. Give feedback, and suggest spells, encourage, and give advice - don't berate, belittle or predic
What card are you using? Can you attach a dxdiag log to your post (instructions are in the sticky in this forum for what information Stardock might need). It sounds like it is very likely a problem specific to your card (either drivers or heat issues), but to rule this out, it would be good to see what version of shaders you're using, and what the capabilities of your card are. Also, have you sent an e-mail to <a href="mailto:support@star
Emperor_Nero, NP. I'm sure Stardock will work with you to get the game. If they can't for some reason, I am positive that the community can help you out.
[quote who="Emperor_Nero" reply="29" id="2971257"]But some of us don't have superb internet, which is why I was saying that I wanted a physical copy of the game. I use satellite internet and I am limited to 300MB per day download, they're 5 of us sharing it and that dwindles down quickly. The only time I could possibly download it is between 2 and 7 AM and then it is only getting 100 - 150 kbs download speed. So, a physical copy for some people are better. You are not thinking of both
Interesting that so many people are negative about this document, I think the direction they've taken is great. I really am looking forward to it. I played MoM as much as anyone, and I think that this is a case where people are remembering it being better than it really was (at least in terms of the spells) ... I think that the mix of magic that has been shown is really very good, and varied. Of course there is always room for more spells, but for the most part
Derek, Thanks for the journal and info on magic. If nothing else, I think you could say that there is still a very interested community surrounding this game, even if we tend to get a little over-zealous in analyzing every stitch of information that you guys give us. Spells look like a great improvement over what is in WoM. I am looking forward to trying them out in the beta. What makes me even more excited is the possibilities
I hope so. I love having a "level playing field" with the AI. I realize that it does not make for a fun/challenging game all the time, but one of the things I've really enjoyed about Brad's AI design philosophy is that the computer plays by the same rules as the player. I guess I'll wait for the AI dev diary for FE to really see what is going to happen.
Doesn't that seem like a huge hole in the AI? How would you compensate for such a disadvantage, or is the simple fact that it is not ever worth it to go on quests? (Hurry, we need a cost/benefit analysis here! :) )
A question that I've always wondered, but never felt I heard the answer. How does the AI handle the in game quests? Are they able to take quests and evaluate the benefits of taking a quest versus the risk? Will E:FE have ai that will be able to handle user created quests? How do you value quests over/under other actions, or do certain AI personalities prefer quests, and others prefer staying at home?
I'd love to see siege battles. I think it brings a sense of magnitude and grandeur to certain battles.
So is there a waiting list to start the next game? I'd love to get involved with the game. I have it, but never have played MP, so I would consider myself a newbie. :)
These updates are great! I really like the direction that FE is going. The ui updates are looking good. I like the trait system, and I too hope that we can have many really impactful traits that actually change the way you use those soldiers. There was a comment above about ensuring that weapons don't get obsolete but instead have a different purpose. I definitely agree with that, as I would like to ha
Assuming the modding support is still there, the community should be able to create interesting champions to populate the world as well. Sounds great!
Just coming back after a few months away from computer games. I really like the changes in this beta series. The game get more and more compelling. I really like the change to larger initial units, but it does take forever to get them. I actually chose to get a guardian unit in my first city at level up because I needed the protection. I ended up with a squad of spiders, which I used to scout and protect, so that was cool. I'd
I like the game, and I feel that it is easy to get into groups. Makes it simple for me, where I usually just solo, but there is no real reason to only solo any more as it really is simple to get some help. In any case, it is not that involved, just a quick jump in and destroy everything sort of game, but it is fun.
Interesting...that might be something that I could look at doing. We would have to change the description of the spell and "justify" the movement somehow.
[quote who="joeball123" reply="295" id="2933609"]If you're still having trouble with the Sheltering Hands spell, is there any way to force the target to cast a spell (since casting a spell uses up all of the action points, and all you would need is some sort of dummy spell that does nothing, and your target would not take any actions this turn, and you already have the no action next turn part of it)?[/quote] Unfortunately, no there is no way to force a spell to go
Ok, I've posted the latest beta I could find MG_Beta_A2.zip as version .40 of Murteas_Grimoire in the OP. If there is a different version that I should be posting let me know. Thank you guys for continuing the great work. I wish I could have had more time to mod and make this even better. I really haven't dropped the game, I just haven't played any games for about 3 months, I am hoping to play with 1.2 soon, and o